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THE_Crazy_Hyena

THE_Crazy_Hyena

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THE_Crazy_Hyena
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  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023913#Comment_4023913

    Yeah that's the thing: set-up. That takes some effort and circumstance. I might see maybe one of these Hyperfocus/Stakeout people in my lobbies once in a awhile. It's not common at all, and it's not ruining my matches.

    Exactly, it is very uncommon to see those builds.
    I have not encountered anyone running it.

  • I've seen videos of true genrush builds, but it does require some setup to get started, and fairly complicated for the average players to fully utilize.

    Basically, Hens did an experiment a few months back where he used Bardic, Hyperfocus and Stake out, in addition to a stacked toolbox, and Built to Last to do a gen in 36 seconds solo.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023728#Comment_4023728

    Yeah I joined back in 2016. I personally think matching was better back when it was by ranks.

    "but honestly, would you rather play a fair and balanced match against opponents of your own skill level, or would you rather have an unpredictable one-sided stomp?"

    Well as I mentioned earlier, idealistically yeah I'd rather accurate matches. However, I would not want accurate matching with the current games balancing since it's a complete trash show. The game isn't balanced for good vs good currently. It's balanced around players that don't know what they're doing. So "if" the game was balanced for good vs good then yeah I'd like accurate matchmaking, but we aren't even close to that. I'd be getting forced into "unfair" matches basically. All my matches would be against swf groups of which the game isn't balanced around.

    "I know comp has different rules, and limits in place for obvious balance purposes, and that it is mostly co-ordinated teams, using clock callouts, and there are only a certain few maps that comp is usually played on."

    And the reason they have to do this is because the game isn't balanced at the high levels, which is what accurate matchmaking at the moment, would force good players into, except without comps balancing rules.

    True and true. I do agree with this.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023805#Comment_4023805

    Well, it wouldn't be infinites, just god loops, but I see your point.

    I also don't think Blood Rush is an issue here. I've never even seen it activate with meaningful effect. It's really just the double exhaustion. Its dumb.

    Think about this scenario playing out: Now imagine an SWF bringing medkits with syringes, and co-ordinates with the runner on the team, to place medkits at strategic spots. The runner also has Balanced Landing and the perk Blood Rush. Imagine that scenario playing out on a map like Eyrie, or Badham

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023582#Comment_4023582

    Yeah, the syringe is bad. Personally, I didn't really thing they were super unbalanced right now. Probably my experience with old Syringes talking, but still.

    Styptic may as well be a Green addon now. It's just kinda bad and is completely overshadowed by other addons.

    I am actually in fear of people discovering that they can now be used in conjunction with Blood Rush, and an exhaustion perk like Balanced Landing to create infinites again.

  • If you haven't played true stealth, you should defo give Myers or Ghostface a good try.
    Scratched Mirror Myers is probably the most fun build in the game.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023498#Comment_4023498

    And? its not about what you loose but what you get while loosing just medkit which is just like another hit killer without strong chase power with catch up mobility can deal with not some m1 ghostface. There isnt any impactfull thing you loose medkit (which you can use with charge addon for normal heal and need only some charges to use it and pop the syrange while doing it so its not like you bring medkit for this one effect but for normal heal and another sprintburst in price of just one medkit which is huge deal for mediocre to weaker killers your blights and ghouls wont give a dam, some sprintburst they have speed and sprintburst is just joke for them).

    What might be worse than Sprint Burst would be those who use this in conjunction with Blood Rush and Balanced Landing to create new infinites.

  • More realistic physics would definitely help. Though I am afraid that it would make the game significantly more taxing on the hardware running it.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023612#Comment_4023612

    Sorry I was being a bit hyperbolic with my statement as there were a lot of changes that I would not call QoL. However in regards to your ideas to bloodwebs, matchmaking, maps and anti-bad play they all sound good to me.

    MMR is in a rough spot. Firstly as you mentioned, it doesn't take into account enough things. The other issue though is that while we would all like more accurate matching with MMR, we're in this awkward spot with balance and queue times where it almost has to match poorly. Last time it was tested to be more accurate we had significantly longer queue times. DBD is also balanced from the bottom up rather than the top down, so the balance at high level is a complete trash show, hence why there are many, many extra rules added in comp to illustrate this. By this I'm pointing out that the poorly accurate matchmaking works to cover up the bad balancing at high levels by throwing lots of worse players in the mix. In other words, in an ideal world where the game was actually balanced well, we would all like to only face players of equal skill, but the game isn't balanced for that. It would make for a miserable experience in high MMR matches. Not to mention the highest mmr people would not even see 95% of the killer roster.

    If hypothetically the games were balanced for high mmr then yeah we could do this, but the majority of the community would not go for this, as being quite frank here, they're bad, and they want the game balanced for them. Personally balancing from the top down with nuance makes way more sense to me, but we can get into that conversation if you'd like.

    I don't see any way of fixing the queue time issue though.

    Queue times would definitely suffer from a tighter MMR system, but honestly, would you rather play a fair and balanced match against opponents of your own skill level, or would you rather have an unpredictable one-sided stomp?
    I know comp has different rules, and limits in place for obvious balance purposes, and that it is mostly co-ordinated teams, using clock callouts, and there are only a certain few maps that comp is usually played on.

    Speaking of "throwing worse players in the mix", do you remember DBD before MMR?, and that some time during 2020 the ranks started becoming rainbows, almost every game, in conjunction with shorter queue times.
    Before that point in time, ranks used to be fairly balanced in matches, and queues were ususally 1-3 minutes (on the faster side).
    Maybe there were some testing behind the scenes going on at the time, to see if mixing ranks gives faster queues (which it certainly did).

    Now, the old problems with queue times were present before the introduction of cross-play. Now that cross-play is a thing, the pool of players is a lot bigger, and thus should naturally reduce queue times.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/459792/an-idea-about-qol-for-the-game

    Tunneling ideas:

    Agree on the hide the notification.

    The number changes - I always feel like BHVR is a better position for these as they have more data, but they sound reasonable.

    Killer buff - this is tricky and one of the difficulties of giving overall buffs to killers is that they are so different. I think its much more consistent to buff/nerf the survivor side. I mentioned it in a different thread, but the buff survivors get to gens after one is eliminated as a sliding scale. So something like 30%/20%/10%/0% - for 3, 4, 5, and 6 hooks. And let's go ahead and say if the killer doesn't get an elimination until hook 7, 8, or 9, gates take longer to open.

    End Game Deactivate - Sure, I still think some basekit BT is necessary, but it doesn't have the be the same as during the game.

    Anti slugging: I don't think anti-slug is necessary, but I'll approach it from the perspective of it is.

    120 to 100: I don't really have strong feelings either way.

    End Game: if it stays active, kill rates would drop quite a bit because lots of 4ks would become 3ks. I worry about the overall impact on BHVR's balance decisions based on that.

    But broadly I think if gens are done, slugging is fine, and generally covered by the abandon system if all the other survivors leave/die.

    No basekit tenacity: I'd do the reverse. I think faster crawling speeds are good, but crawling should be a trade off with the heal.

    Repeats: Maybe its because I've been playing killer recently and I rarely slug for any extended length, but how often does this happen? Seems unnecessary.

    Plot twist not counting: yes

    Alt: Bleed out death, I also think this would be fine.

    Anti-camp: I think the above idea about hiding unhook notification really solves a lot of issues on the proxy camp "problem".

    This is one where I think it should actually go killer sided. No one should see the unhook notification until it hits 50%, then all the survivors see it. I think killers like Ghostface should be able to 'jump scare' the hook as a strategy.

    I think if the survivor can stare at the killer for ten seconds while on hook, the killer's aura is revealed. This would do a lot to cut down on ranged killers who set up outside of the radius and just stare down the hook.

    But I don't think there should be a projectile safe zone around the hook.

    Maps: Again, this is one of those where I'd love to have BHVR's data to actually make a decision. But, they never should have done pallets at the same time as the anti-tunnel.

    Survivor Items

    Declutter - Okay, is this what I'd like, or what I think makes a successful game?

    On successful game: have you ever wondered why ARPGs like Diablo bother to drop junk that no one will ever use? Even if we don't increase the drops of worthwhile stuff, people respond much better to that constant sight of things happening. It also makes the feeling of something actually worthwhile more impactful (looking through the junk to see a good item). The junk, in essence, tricks our brains into thinking the valuable stuff is even more valuable.

    DbD's a grindy game with grindy mechanics.

    In terms of what I'd like, two ideas

    1: Permanent unlocks. Instead of the current system, players just level up in a linear fashion. Each level costs increasingly more bloodpoints to obtain. At each level you are faced with a choice of three options to unlock and you choose one and then you have it. The options not chosen? Maybe they'll appear next level, maybe it won't be for another 100 levels. I think that would keep it exciting without being monotonous.

    2: The above would never be done, neither will this, but: remove all addons from survivors. Instead, create like 15 to 20 different types of each item. So a medkit with more charges, one that works off greats, one with a slow instant heal, etc. Roughly all of the items should be either balanced or have a niche purpose to fulfill. Totally discard the idea of 'rarity'.

    Also, if a survivor doesn't bring an item, one is randomly taken from their inventory to start the match with.

    Kill Addons

    I think killer addons should fall into three categories - strong, medium, weak. The killer can run one strong, two medium, or four weak addons. So basically they can get one powerful effect, four minor buffs, or somewhere in-between.

    Offerings

    This is kind of like the idea of clutter. If you make it easier to get bloodpoints, you disincentive the worth of the bloodpoints (BP is just another big brain trick). I actually think BP offerings are a bad idea as it just leads to toxicity/expectations on how to play and the offering system should be reworked to be more meaningful.

    MMR

    I tend to end up defending BHVR on this and it gets a little long, and this is already pretty long, so I'm going to hold off on that for now.

    Very good breakdown. I had a feeling you would do an analysis of this post.
    I do agree on most of the points, and counter-points, but there are some I would do different.

    • Decluttering of the survivor (and killer) bloodwebs would make obtaining Bloody Party Streamers a little easier. I don't see why they need to be rarer than ultra rares, in relative terms. Sharing is caring after all, and with how much BP gains vary from game to game, you'd want a buffer on your BPS stack, in case you end up spending your hard-earned BPS on a match that sees you instantly tunneled out for instance. That is a very frustrating 1 million BP spent getting 1 lousy BPS, gone down the drain. Now, if every match guaranteed that you got good value from your BPS, then I wouldn't complain about it in the first place.
    • Not sure about the linear level up, and how it would work as compared to the Bloodweb, but an interesting take.
    • Not sure if adding 15-20 variants of each item would help any with de-cluttering.
    • The killer add-on idea was interesting. I do think a mix of our ideas would work fine. At least when it comes to power-altering add-ons.
    • So, if BP offerings are bad, then base gains definitely needs to go up, so that the grind doesn't become unbearable again, like it used to be in the past. The original Bloodweb was extremely grindy, and players really didn't like it. It's fine to leave some games grindier than others, but leave that to single-player games, or games that does not have PVP.
    • It's fine, bring on your MMR hot takes. I made this megathread for a reason.
  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023656#Comment_4023656

    Yea but even w/o moonlight blendette on some maps was invisible there was a reason why everyone ran p3

    I do remember. But back then you had heavy ambient fog, much taller grass, better bushes, and super-dark corners to hide in.
    And the mist offerings actually did something back then.

  • @IrisLP said:

    Am I the only one who feels like all these changes are only helping swf and that solo queue continues to be crippled?

    Many would think the syringe is a big change, but honestly, only swf will think that. In solo queue, I use the medkit on my teammates, and the pixel I save for the syringe I use for two things:

    • If someone is being tunneled, I give it to them so they can quickly regain health (we all know perfectly well that anti-tunneling isn't going to work).
    • For myself, because many times randoms don't want to stop to heal you even if it's your last hook.

    I still don't understand why they give swf so many tools and solo queue just has to be "the easy mode, so the killers can have fun."

    They're nerfing the few strong survivor addons in the game, but buffing the many killer addons to make them faster and allow them to gain power almost effortlessly (Myers, for example).

    Since this game is clearly becoming a game for killers and swf, there's no room for solo players.

    I guess I'll have to play killer and start tunneling. Eventually, we'll only be playing against swf, and tunneling will be the only way to try and win a killer match. My advice is to play killer or stop playing survivor unless it's on a swf.

    I too think the syringe changes are unhealthy for the game.
    I made a few comments already about the Blood Rush effect, and how it would be an absolute heaven for those who run Exhaustion builds. Mind you, not all of us do.

  • @terumisan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022864#Comment_4022864

    i gueee you weren't around when blendette was a thingthing

    But back then you also had the moonlight offerings that made the maps almost pitch black. Especially the MacMillan realm

  • I think this would be a very unhealthy change (pun not intended).
    First off, why rework syringes into what would essentially be Blood Rush as a consumable item? This would only make Exhaustion perks, especially Sprint Burst and Lithe a lot more spammable. Combine this with the actual Blood Rush, and you have three instances (or 9 total seconds) of 50% Haste.
    If the idea behind the changes were to reduce chase time, then this change is extremely counter-productive.

    Also, it would be completely useless for anyone who don't use Exhaustion perks.

  • The long rooms which had some bad door RNG will now always spawn with an open doorway.
    That is good QoL for that map, and something that should have been done with Léry's too.

  • @ImperatorHaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023533#Comment_4023533

    So, you would want a tutorial to showcase how to play and counter every killer on the roster? That would be quite the beefy tutorial. Would you get a tutorial for killers you haven't purchased? Going off what you mentioned before about the game being an "unserious, busted, intentionally unbalanced mess", filling in the knowledge gap would keep players around even with the mass of complaints regarding tunneling, slugging, SWF teams, and gen rushing? Is knowledge still effective in a game that is an "intentionally unbalanced mess" as you put it? Again, not saying you are wrong, I would put a new tutorial above a ranked mode, but not at the top of the list.

    I don't believe nobody would play the ranked mode though. If a ranked mode was released in lieu of other fixes that promoted game balance I think it would be very successful. Sure, the player base may be small, but at least that's once less sweaty killer/survivor team you have to deal with if you're just trying to have fun.

    So, you would want a tutorial to showcase how to play and counter every killer on the roster?

    Totally sounds like something Otz would do.

  • @Blueberry said:

    None of this would be QoL though, these are massive balance changes. QoL doesn't buff either side, it's just feel good. Like the survivors auto recovering, that's QoL.

    So you are saying that the idea of changes to the bloodweb, matchmaking, maps, and the anti-bad-play measurements are not QoL, or healthy proposals?

  • Hey @Pulsar what are your thoughts on the new syringe / styptic?
    For me, it looks like the syringe will be turbo-broken on Exhaustion builds, and will likely extend chases even longer than an extra health state would. It will also be completely useless for anyone who does not run Exhaustion builds. This is not a very healthy change in my opinion

    Styptics granting 15% better self-heal efficiency is fine, but it would still be trumped by charge add-ons, and the bonus skill check progression ones. Not that great for a purple rarity add-on. Would be better if it completely neutralized the efficiency loss for self-healing instead.

  • I'm actually surprised. Over the past few days or so, the games has actually felt fine. No tunneling, spreading of hooks, and fairly even matches all around. Though I have mostly played normal queue, the games has been quite pleasant.

    @For_The_People was pretty surprised as well. Might be because the sweaty ones are "tormenting" the event queue, now that there is so little time left, but who knows. At least it has been a pleasant time playing, where the matches has been fairly chill, and people has been respectful in the end chat as well.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021925#Comment_4021925

    I really don't get the backlash to this idea. To me it solved so many of the problems of the idea of killer just turning around and rushing hook. It would have had no impact on players not tunneling, nor even players who chased a survivor that went for the unhook. All it would have impacted where the proxy campers or the speed killers who plan to rush back to the hook the moment it happens.

    I don't get it either. Maybe it's my name that has been tarnished from all the discussions regarding anti-tunnel, that some just automatically downvote my takes. I've seen it happen before.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022478#Comment_4022478

    Could you please clarify how DCs and abandons affect MMR? Are they counted as losses?

    I would love to get an answer for this as well.
    Does DC's and abandons count as losses in the MMR calculation, or do they not affect it at all?
    I know the stat page counts abandons as escapes for survivors, and DC's are just blank notes.

  • @Shroompy said:

    https://us.v-cdn.net/6030815/uploads/O0OA02QFY5XY/17619549241934133606957792071710.gif

    Sounds effects.

    Recently there was (maybe still is, though I think I saw it was fixed in the patch notes) a bug with Pyramid Head that made it so you didnt get a sound effect when successfully hitting somebody with your power. Despite this having absolutely nothing to do with gameplay, this did actually change the way I felt when playing him. He didnt feel nearly as satisfying to play without that DUN sound effect.

    It then made me think of other killers that have that same problem, and the biggest offender imo is Artist. Hitting a long distance shot to swarm a survivor is satisfying, but there is no secondary sound effect when actually getting a hit which is what actually matters.

    This post is also mostly inspired by that one segment in the community livestream where they were talking about them little golden pips, or even just seeing a yellow progress bar. It dont seem like much, but it goes a long way

    I have noticed that "DUN" sound effect plays for survivors, really loud too.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022467#Comment_4022467

    This process is ideal, yeah, but between the constant caving on anything big that benefits survivors because of outcry (much of which seems distressingly coordinated), and the resources devoted to the endless pushing out of new content, it just seems unlikely. But I guess I just feel run down and pessimistic. The war for change feels endless and the disappointments never stop.

    I hope so. I've lost a lot of people, some I was playing with every day. They never quit, they just come on less and less, or started playing other games. Some are playing killer instead. Some show up here and there, get frustrated and DC, and don't come back for awhile again. It's just really disheartening.

    It really is disheartening. I used to have a lot of friends who played regularly too. I haven't seen some of them on for years now.
    Hopefully, it is temporary, but considering the direction the game has taken over the years, most notably since 6.1.0, I am not holding my breath. Call me a pessimist for thinking that, but reality tells us that players are getting burnt out.

    One more culprit is that the game has become a bit too predictable, thanks to the removal of many past things that kept the gameplay more engaging and varied.

  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022302#Comment_4022302

    Again, I agree some killers need buffs. But that's a slow, lengthy process. How long do survivors need to wait for a little help? If they get that help, we'll have a clearer picture of where things stand and more targeted adjustments can follow.

    The forum discontent goes in waves. We're in a killer wave right now. We'll be in a survivor when this inevitably gets cancelled or nerfed. What I've noticed, overall, is survivors mostly feeling like beaten dogs that feed other's egos, and killers feeling like persecuted victims who deserve the world. I get it, because I also feel these things occasionally. I'll lose 10 survivor matches in a row, many to cheese tactics, and I'll still ready up yet again even though I feel like crap, because I'm used to being a punching bag. On the flipside, I've been winning a lot as killler lately and I'm starting to feel that nasty entitlement. I played 10 killer matches the other day. Eight were 4ks, one was a 2k, and one a 0k. I had a brief but severe crash out about that 0k that was totally unlike me, despite wining almost all night. Then I sat back and thought, "ah, so this is the problem." Killer is easier to win but it's more stressful, which is why I think the emotional responses from killer players are so much more intense, hence all these I QUITs we're seeing, even over something as minor as pallets. I think most of the survivors who leave will quietly drift away. That's what I've seen with my own friends, who I'm losing rapidly.

    I completely disagree about perks though. You shouldn't have to devote your build to someone potentially slugging everyone. If you could see that you're going against an Oni or Twins then it might be different. As killer, I can see if survivors have flashlights and bring Lightborn. Survivors lack that info. And I don't need any particular build as killler just to be allowed to play, or to even have hope.

    Like I mentioned in past posts:

    1. If the current issues with tunneling/camping/slugging etc. gets rectified, then
    2. Killers could be better balanced, but this will undoubtedly be a long process, with possible reworks, and or serious add-on passes. Now …
    3. When that is done, and properly tested, then a full overhaul of the maps, or more specifically, the spawn logic of pallets, filler loops and windows needs to be looked at, to not create loops that are too strong, or too easy to chain together. Alternately, this needs to be done before looking at killer balance.
    4. Once all this is done, survivors could be properly balanced as well, with a solid perk and item + add-on overhaul.

    Long and tedious process indeed, but this is the hard reality of how things are, and why people are leaving.

    But don't worry @cogsturning I will not leave that easily. I will still be available whenever I am at home.
    And I am sure the friends who has taken a break will eventually return someday in the near future.

    Oh, and I forgot to mention the matchmaking. That would be a different chapter altogether, considering how random it has been.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021644#Comment_4021644

    I might swoon over a Dracula/Wesker duo, but that's about it, lol…

    Imagine Dracula with Wesker voicelines.
    Downing someone with the fire pillars and going "Poor performance indeed"

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4022232#Comment_4022232

    Now the game has less mercy for killer, before when i didnt get single kill someone gave it to me but now everyone is tbaging in gates so that mercy option has passed its just killers choice same as you giving him your item because you dont have to but you do it as sing of respect (its something different when you are last and want hatch its better to drop that item because its not only for respect but as sing of surrender and many will give you hatch form old school killers because before this was used more but now everyone is so greedy even the fact items are easier to unlock with addons with getting p100 and bloodwebs are way cheaper).

    I have had a lot of survivors gifting me a kill in the end lately, so I don't know how true that statement is.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021928#Comment_4021928

    The challenge is what i love too. It might be my OCD, but i love that we can see the hook counter now because it's crazy satisfying seeing each survivor with one count next to their names, and again when they're all on second. Not sure if that's just me though lol it seems to give me that dopamine hit

    I guess I can relate to that. It feels a lot more satisfying to make sure that you increase those counters.

  • I have turned it into a mini-game too.
    If I come across a bloodweb full of junk I don't need, I just let the random picker decide, but if I see the stuff that I use (mostly med-kit add-ons, Bloody Party Streamers, and Scratched Mirrors for Myers), then I will get those nodes asap.
    Using auto-purchase or bulk spending is just an overall waste of BP at this point, since you can't specify what it should prioritize.

    Also, survivors could have used a shared inventory. I know this is harder to implement on the killer side, thanks to all the various add-ons, unique to each killer.

  • @Mr_K said:

    So all the posts before the final mori about slugging for the 4k was all smoke? This isn't about the mori. Killer's have slugged for the 4k forever.

    That might be true, but it wasn't nearly as widespread as it became after the finisher mori update.

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021940#Comment_4021940

    pyramid head i use, lethal, corrupt, tinkerer and either trail of toment or noed. (noed due to understanding that gens will fly and get done so i prepare for it).

    Well, in all honesty, you could swap out lethal for something anti-loop, or even nowhere to hide, since it doesn't synergize with your build in any way, other than giving the info at the very start.
    Or alternatively, swap tinkerer with any aura perk that can synergize with Lethal. Aura perks are really good on PH.
    Corrupt is also not that great anymore, unless you are planning a lot of set-up before going for chases. For the most part, that perk is mostly useful on killers like Trapper and Hag, where you need extra set-up time.

    So play into an aura build with PH, or get a few anti-loop perks like Brutal and Fire Up, if pallets often stand in your way.
    Or, considering that you run trail of torment, use dragon's grip / pop or nowhere to hide in addition to it.

    There are quite a few alternatives for synergy with your build. Just try out some different combos, and see what you get the best success with :)

  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021883#Comment_4021883

    pretty much this for me too. except i know in 90% of my matches if i dont tunnel straight off the bat im getting steam rolled. i found in my killer matches if i ease back on the tunneling and only do it when i see gens fly, by that point the damage is already done and its still too difficult get the match back in my favour. Hence why i tunnel at 5 gens. when the swf teams i go against do gens efficiently and im tunneling from the get go its usually a close match. This issue is when either i hold back on the tunneling or survivors hold back on doing gens one side gets steam rolled.

    If you don't mind me asking. What kind of build do you run on your killer main?
    Do you only rely on slowdowns, or do you actually run perks that also cover the shortcomings of your killer?

    As someone who has been playing a lot of killer lately, I can with certainty say that slowdown-exclusive builds are not the way to go, unless you play some crazy high-tier killer who has built-in anti-loop

  • I never liked the finisher mori, and what it did with the killer mindset after that update.
    When I play killer, I never slug for the 4K, unless I am specifically doing adepts. That is the only exception to my personal rule.
    I count a 3K as a win, and I have no issues with giving the last survivor a chance for the hatch, or getting an exit gate.

  • @xerox8521 said:

    Don't know about others but I play Killer to Kill survivors not 12 hook them.

    I like the challenge in 12-hooking, and rotating everyone twice before sacrificing. Can't say that for everyone, but it is nice to make the game tougher on yourself, and it is also a healthier playstyle in the end.
    Though, I do play Myers a lot, and 8-hooking the survivors, before going for the "tombstone" takedown also works.

    Tunneling and excessive slugging makes it way too easy, and it is simply not fun.
    I also like being nice, and giving the last survivor at least a chance to get out in the end game. I don't need the 4K to win, if that makes sense.

  • @Gh0st2317 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021861#Comment_4021861

    Yeah, I feel like that would've made the anti-tunnel more effective. Or have it still go off but be a tad delayed to give the unhooked survivor time to run off.

    For sure, it would have been the best way to implement anti-tunnel without any form of punishment. Maybe with a 5-10 second delay, to allow the survivor to get to a safe location.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021821#Comment_4021821

    You are still dodging my question.

    You say there are multible ways that a killer can play except Tunneling, Slugging, Camping etc. but you won´t say which.

    I said I am afraid that the playstyle the game boils down too after all the things which you say are not the desired ones is: Killer chases Survivor A till he is hooked. Goes to Survivor B and repeat.

    If there is more please enlight me.

    Thats my whole question. IF all unwanted, cheap, skillless playstyles wouldnt be used. Which playstyles are left.

    Maybe 12-hooking (or at least 8-hooking) before killing off someone, so that everyone has time to interact with the gameplay aspects during a match. That is the so-called desired playstyle survivors would enjoy the most.
    It also separates the good killers from the bad ones. Consistently 3-4K'ing, and maintaining a high kill-rate while 12-hooking shows that you are a very competent player, and deserve to be high up there.

  • @Gh0st2317 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021555#Comment_4021555

    Personally, I feel satisfied with the upcoming changes. It was irritating to be facing killers who would commonly abuse those 'strategies'.

    The anti-tunnel mechanic was a tad harsh, I will admit during the first PTB version of it. As I did see a few survivors abuse it by making the killer purposefully keep going after them so the survivor team will get a permanent buff whilst the killer would get a significant debuff. But the current one is still good.

    But overall I like it! How do you feel about it?

    @THE_Crazy_Hyena

    I'd say as a fair anti-tunnel measure, they should have kept the "no unhook sound cue" part into the new proposed changes. Being able to hear the unhook go off would often prompt the killer to return to the hook, and thus finding the injured survivor quickly.

    This is what I liked best about the original idea.

  • I think a lot of us would also love to get Lady D into DBD.

  • I bet.
    Now that we know more about the anti-tunnel and anti-slug changes coming to the next PTB, what do you think of them, as compared to the orginal 9.2.0 proposal.

  • @Coffeecrashing said:

    Krasue got overnerfed. She’s not worth playing anymore.

    You mean, she got the nerfs that she deserved, to not be greatly overtuned anymore.

  • @Jarky said:

    I believe an Esoteric hook is basically every hook on the map. I can't login to confirm, but that's how it was in previous versions, so you just need to hook 40 survivors in general in the event game mode, not in the void specifically.

    Precisely. The first part specifically said to hook survivors in the void itself.
    Esoteric hooks are basically any regular hook on the map. - Can confirm, since I played one match of killer, and got 9/40 completed.

  • To be fair, I have seen a lot more Ghostfaces as compared to Myers in my survivor games.

  • @Rokku_Rorru said:

    I feel he is by far the funnest high mobility killer to play against, I always have the most fun interacting with him and feel the S-tiers should be closer to him.

    has a high skill ceiling too for skill experession (if his sliding is still in)

    It is. It's very hard to pull off, but very rewarding for taking the time and effort to master it.
    That is how the benchmark for killer powers should be.
    Fun and engaging to play against, easy to pick up and learn, but hard to fully master.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021345#Comment_4021345

    To be fair, if it isn't possible to tunnel, killers would be forced to manage the 1v4 differently.

    The only reason it's a prime efficiency strategy (sort of- the act itself is very inefficient but you're trading that for later efficiency) for killer is because of the fact that chasing someone who was just unhooked is significantly easier than chasing anyone else. If that changed, it wouldn't be a worthwhile trade anymore, and tunnelling would stop being the most optimal strategy- you'd have to manage the 1v4 instead of trying to turn it into a 1v3 as soon as possible.

    This comment perfectly sums it all up.
    If we could get a way to deter killers from tunneling, by making it much more inefficient, I am sure there would be no more reason to attempt it.
    Though it would also most likely give rise to other "easy cheese" strategies instead.
    There is a saying that the game would be optimized to death.

  • I will have to agree on this. It has been awful for the survivor side, and it hasn't really been great for killer either.
    You'd either had to bang out the gens, or have pretty much zero chances if you interacted with anything void-related as survivor, or risk losing a lot of valuable time as killer if you went in there to grab the haunts.
    I agree that the BP awards has been abysmal, much due to the fact that the event offerings are personal, and not stackable, and that the event BP doesn't factor in other offerings, like BPS and anniversary cakes, like it used to in the past.

    The only fun thing I have had with the event is playing Scratched Mirror Myers. The haunts makes it a lot more fun, and you have a sort of natural slowdown with that playstyle, since the survivors will likely be on edge.

  • Couldn't have said it better myself. Well-written and a well thought-out post @ShanoaLegendaryPlz
    Now, I might be one of the few that you describe as an honorable killer. I set my goal each round to hook everyone at least once before I go for the second stage. That way, the survivors gets rotated around enough for everyone to be able to interact with other things than gens all the time. For the most part, I also give the last survivor a fighting chance in the end, whether it is the hatch, or the doors, and I also respect good survivors, and sometimes letting them go, as a courtesy for doing a good job.

  • @tes said:

    I would like to see it when they’ll change win conditions both for killer and survivor. Killrate is so useless in this game as well as ER

    I don't think changing the ways wins are handled would solve anything. Other than maybe make it so that the survivors are counted as a team, when determining wins/losses.

    • 0 escaped / 4 kills - Win for the killer
    • 1 escaped / 3 kills - Win for the killer - No additional gains for the escaped survivor
    • 2 escaped / 2 kills - Tie
    • 3 escaped / 1 kill - Win for the survivor team - No additional gains for the killer
    • 4 escaped / 0 kills - Win for the survivor team.


    But as a way to further improve things, having more factors play into how you gain/lose MMR would definitely be helpful too. Individual attributes, like chase time (longer for survivors / shorter for killer), chases won, objective percentage done / prevented, hook states, so on and so forth. These stats are already tracked by the game, so why not make it a part of the MMR system? 🤔

  • @CompetitifDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020018#Comment_4020018

    The devs are still convinced the game is killer sided cus of these horribly skewed stats. Everything they change is based off the stats, rather than the devs actually playtesting their game, if they watched a few minutes of high mmr or even a swf, they'd see how much better the role is than majority of the roster.

    One thing I have noticed a lot is how certain players play around pallets, and just leave them dropped. Some players will try their best to mindgame the hell out of a fairly safe pallet, and thus waste a ton of time in that loop, and might not even get a hit on the survivor.
    Just break the goddamned pallet when thrown down, and create a deadzone.
    I found that I have gotten more value out of builds that speeds up actions, as compared to slowdown builds. So, Brutal Strength, Fire Up, Bamboozle and Superior Anatomy. These ones has been great for chasing, and chewing through pallets like a walking wood-chipper.

  • What's the problem with those people that makes them sit there and waste time anyways?
    Just leave the exit gate, and let them teabag for an empty audience 😉 that's what I'd do.

    That aside, as a survivor main myself, I really despise people teabagging as a way of bragging. Granted, if the killer was playing like a jerk that match (lots of tunneling/slugging/camping etc.) and we managed to win despite that, well, then they might deserve a bag or two, but against fair playing killers, just run out when the gate is open. Be a good sport

  • @Nazzzak said:

    It's not that loser's first rodeo. He knows when the lulls in moderation are. He'll be back with a fresh account the next time he's unhappy with the game, making his mental instability our problem yet again.

    I noticed the text in this post was very similar to the previous one, although, no calling out of certain mods this time.

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